After a tumultuous development period featuring two Kickstarter campaigns and more than a few missed deadlines, Star Command has finally graced the screens of Android devices. Developed by indie outfit Warballoon, the game is designed to be a sort of space simulation/management game, a cross between The Sims and Game Dev Story, and youâ€™ll encounter aliens and engage in space battles as you explore galaxies apart from our own. Letâ€™s dive in and see what all the fuss is about. (Read More)

Kickstarters, It is with the utmost excitement/relief/pride/nervousness and happiness that we announce that Star Command is now available for purchase on the Google Play store. We hope you all got your copies on Humble Mobile Bundle, but we would... (Read More)

Kickstarters! Android is finished and releasing this week!!! HOORAY! Every single Kickstarter is receiving a free version as a thank you for your unwavering patience. We appreciate it every day as we learn and get better at making games. The Android... (Read More)

Hey Guys! We don't have a ton to report except that we are still working REALLY hard to get this Android version out the door and into your warm, fuzzy hands! Android has been in Beta hands for four weeks + now and we are seriously, ridiculously... (Read More)

Hey Cadets! Things have been going great on the game. The releases has gone very well, but we had a few bugs and some universal ‘feedback’ - like difficulty for newer players and tutorials for the mini-games. But nothing crazy, which is a good... (Read More)

In Star Command, players take on the role of a shipâ€™s commander, voyaging across the galaxy and fulfilling the duties of the fleet, meeting new species, and engaging in both ship-to-ship and in-person combat amongst the stars. (Read More)

Hey all you Kickstarters! We have been super busy the last couple days. The game has done amazingly well so far. We were featured on the iTunes store, had some amazing (and not so amazing) reviews, and sales were fantastic. We submitted our first... (Read More)

For the last few days, I've been playing Star Command, a mobile game that's had people excited for a very long time now. Beginning life as a Kickstarter project, it's gone through several major delays, and arrives this week on the App Store an example not just of excellent portable strategy, but of the realities of Kickstarter funding as well. (Read More)

Two years, two Kickstarter campaigns, and lots of hookers and blow later, developer Warballoon has finally beamed up Star Command to the App Store. Do some screws still need tightening? Affirmative. Should you dive in immediately? Absolutely. (Read More)

In about 48 hours we are going to be submitting Star Command to the iTunes store - the product of nearly two years of work and three guys working their asses off on something they love. We want to address a few things on here, because post-launch... (Read More)

Earlier today, we went hands-on with War Balloon Games's hotly anticipated space sim Star Command. This is the oft-delayed and long-awaited mobile game that's enjoyed two Kickstarter campaigns and attracted almost $200,000 in crowdfunded cash. It's kind of a big deal around here, okay. (Read More)

Early Kickstarter success Star Command, a game that promises to blend the bitsy aesthetics of Game Dev Story with the play style of science-fiction roguelike hit FTL, will likely hit mobile devices very soon, more than 15 months after its promised delivery date, developers at Warballoon tell Polygon. (Read More)

How do you make a video game that no one seems to want anymore? Game developer Double Fine faced that conundrum at the end of 2011. The company wanted to make an old-school PC adventure game, the type that had made company founder Tim Schafer a game design legend in the 1990s with titles like Day of the Tentacle and Grim Fandango. But the genreâ€™s market had seemingly dried up in favor of more visceral experiences like first-person shooters. Video game publishersâ€”the companies like Activision and Electronic Arts that provide the funding, marketing and distribution channels for most games you see on the shelfâ€”had become increasingly uninterested in taking risks or appeasing niche audiences with their releases. (Read More)